Sunday 25 November 2018

“In withered flesh and powdered bone sleeps the bastard all alone” - Session #3 (#24)


Tyrest negotiates with the machine spirit controlling the door systems and gains the Warband entry to the Black ship. He learns that its name is “The Midnight Mourn”.

The Party draw weapons and cautiously start to navigate their way through the corridors and decks of the seemingly deserted vessel. There is still emergency power running and the dim lighting is in stark contrast to the eerie green hue of the wreckage yard.

It’s not long before the two Aeldari begin to hear voices, strange and ethereal, speaking words they can’t quite decipher.  They then receive a sudden vision of a passage ahead where a small, grotesque, figure sits in the darkness.

Suddenly Lycastus and Artemis rush ahead and down a side passage, apparently to hunt down some perceived threat. Illiyan gives chase but is buffeted by boxes and belongings which are telekinetically thrown from side rooms and passages as he runs. He is suddenly confronted with a bulkhead door that slams down in front of him, cutting off the Warlock from the marine and bounty hunter. Tyrest summons the appropriate ritual of opening and discovers that another door has closed a short way down. The system machine spirits inform him that all the doors have been closed, opening each door in turn will take hours so they are effectively cut off from their associates. Lilith manages to find an old Vox unit in one of the boxes that had been thrown into the corridor and gets it working, establishing a line to Lycastus. It appears that he and Artemis have come to their senses again and they agree to work their own way though the ship and rendezvous on the outside.

Our two psychically sensitive Aeldari then begin to hear a clearer voice; that of a young man who seems frightened and alone. None of the warband trust this however and set off on their way again.

Further down the passage the party come across the grotesque from the previous vision and discover it is an emaciated gretchin who appears to be quite mad and pays the heroes no attention at all. It is spending all its time scratching words in Low Gothic on every surface of the corridor that it can reach.  The words he etches repeat the same message over and over; “In withered flesh and powdered bone sleeps the bastard all alone”.

Lilith swiftly kills the greenskin.

As the group move on the young man’s voice starts up again but this time the whole party can hear him. The sound of the wailing, spectral voices also becomes obvious and the temperature within the ship suddenly drops, causing condensation on the walls and surfaces. Slowly writing starts to appear as if fingers were being drawn through the moisture; “Thirteen times the maker screams, thirteen more within his dreams”

Illiyan is suddenly ambushed by a maddened and savagely bestial Ork. They engage in melee and the Warlock is able to hold him off while Lilith draws a bead and shoots him with her laspistol

Ecthelion reaches out with his Psyniscience power, searching the Immaterium for the source of the phenomena that the party are witnessing. He is confornted with a barely restrained force like a burning star of raw willpower. He is shaken, not having realised a human mind was capable of power of that magnitude his sense of superiority over the "Mon-keigh" somewhat shaken.  Suitably warned the warband proceeds cautiously. 

Unbeknownst to the Warband though, and due to a series of failed Willpower rolls, they are being drawn further into the centre of the ship and are confronted with the focus of the psychic activity; Isolation chamber 26. They learn that the resident within is a notorious heretic known as Agrex the Desolate, who was caught by the Inquisition just over a standard decade ago.

Agrex has thrown off all pretence now and demands that they free him from his imprisonment.  Our heroes refuse and manage to evade his psychic lures. Using their Vox connection to their colleagues now on the outside and leaving Agrex swearing revenge, they make their way back out of the ship.

As they draw closer to the fortress they survey what awaits them. While the Ork stronghold is crudely constructed it is bristling with gun emplacements and swarming with Boyz and Squig hounds.  A frontal assault won’t be an option so the warband start to make alternate plans…

Sunday 11 November 2018

"Burn, xenos burn! Gretchin Inferno!" - Session #2 (#23)

Following the defeat of the mobs of invading Ork Boyz, our warband assess the situation. The
Arboretum is a scene of devastation; small fires still burn around the room, bodies both Ork and human litter the area and the collected fauna has been damaged beyond recovery. 

Ecthelion the Ranger and Illiyan the warlock scales the wall to survey outside the ship through the broken vista port. Meanwhile Brother Lycastus of the Salamanders looks for other survivors, Tech-Priest Tyrest (after noting that the vessel isn’t losing atmosphere through the hole in the roof) contacts the engineseers within the main engine room and Artemis, our bounty hunter, looks for further clues. 
On the roof Ecthelion gets his bearings, noting that the atmosphere is thin but breathable, and surveys the surroundings. The inside of the “head” is a huge Ork wrecking yard, containing several captured vessels in varying stages of scrappage and salvage. Across the huge space he also spots a number of Ork ships which appear to be being built from the parts and materials that the greenskins are stripping from their prey. 

Amongst the captive ships he notices an Aeldari vessel as well as both human merchant and Imperial Naval craft. There appears to be three other significant areas of interest; a heavy duty lift in the centre of the roof that ascends higher up within rock, a fortress like structure jutting from the ceiling near the, now closed, maw, and a hub of activity and strange Orkish machinery at the other side of the cavern which seems to be the origin point for the green energy that drew them in and still surrounds the ship. 

Illiyan is less nimble with his attempt to see what is happening and alerts a pair of Orks who had been busy stripping hull plates from the Emperor’s Bounty. He and Ecthelion have a brief fight with the greenskins and swiftly dispatch them, but once again Illiyan’s psychic power use summons the Perils of the Warp, the resulting shock wave being felt even by the rest of the warband in the ship below.
The warlock also feels a sudden connection to and draw toward the Aeldari vessel Ecthelion had spotted…

Meanwhile Lycastus has found no other survivors so sets to work treating his own wounds. Tyrest realises that the green energy is an Ork “Traktor Beam” and that while it is functioning the ship cannot move. Similarly, Artemis’ investigations leaves him to conclude that Lord Captain Darien is not amongst the fallen and must have been taken by the Orks, along with a number of other captives.

The Warband decide that their next step ought to be to try to rescue Darien and so head out of the ship, via the roof, and into the wrecking yard. Using the shadows cast by the green light of the tractor beams they make their way via gantries and scaffolds up toward the ramshackle Ork fort by the mouth of the wreckage yard..

The heroes soon find their path barred by a group of squabbling Gretchin fighting over a wheelbarrow of scrap. After discussing tactics the warband engage the diminutive greenskins and the battle never really goes against them. Our heroes do suffer a series of complications though; Lycastus runs out of ammo after emptying his full tank of promethium in his first attack, Illiyan manages to wedge his Wraithblade in the deck-plating of the walkway and Ecthelion shoots not only his Gretchin target but also severs a cable that was holding the scaffold platform level. Losing the cable means that the gantry tips precariously, making moving treacherous but the party adapts and soon a dozen greenskins lay defeated. 

Continuing their journey, the warband find that their quickest route will take them through one of the vessels in the scrap yard. The ship seems relatively intact and the two psychic Aeldari get a sense of “something” from the ship. Tyrest identifies that it is, or at least was, one of the Astra Telepathica Black Ships, used to transport captive psykers…